Hi 3d-fags,I am modeling a sphère with various holes. Sometimes bcuse of my topology I need to move a vertice out of the mesh to create new edges and thus keep a perfect quad geometry.But in some areas of my mesh it can make things way faster to just do triangles.Can I mix tris and quands on a model?Pros and cons please.
But all of this could have been way faster.Rip vertice + create a new face + create a new face [QUANDS]VSCreate face x 2 [TRIS]Is the Rip face that take the most time and can destroy the balance of my geometry.PS: Sorry for the English mistakes at post #1, I write too fast
Also, look at this primitive.I fill the top with poke, it look ok to me to mix quads and tris after all, no?
Yes, you can use triangles but try to keep them to a minimum in areas that are going to get deformed due to animation.If you aren't planning on animating it and it's not going to deform, use as many triangles as you need.
>>703596Okay, thank you. Even if you work as a pro you won't have problems if you mix tris and quads?(Nothing would be animated or deformed in my case, Archiviz only)
>>703598The only reason people say triangles are bad is because they can shade wrong or go funny when you add subdivision. If it looks ok then it's fine.
>>703598>Even if you work as a pro you won't have problems if you mix tris and quads?A pro knows when you use tris and when to use quads. Often you'll have to use both, a pro will know when it's acceptable to use them and where.
>>703595Delete entire top then 'apend to poly' tool straight across from one side too the opposite until it's all filled back in.
>>703595Here opInset maybe 30% of the radiusDelete middle triangular facesGrid fillChang iterations until you have nice looking top
>>703694>The only reason people say triangles are bad is because they can shade wrong or go funny when you add subdivisionSounds Good thanks a lot.Thanks to all of you guys.